Here are 100 books that What It Is fans have personally recommended if you like
What It Is.
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I find it so inspiring to see people pull off something that seems impossible, for example, breaking into a Paris monument every night for a year in order to clandestinely repair its neglected antique clock. So, when an author draws me into a topic that seems to me dry as dust, I enjoy the book so much more than one I knew I’d find interesting.
When I saw this book, translated into English in 2009, I was very skeptical. I’d never enjoyed a graphic novel, and even though I’d enjoyed math in school, I couldn’t imagine reading an entire book devoted to the history of the philosophy of mathematics.
But somehow the sheer audacity of what they had attempted made it catnip to me, and before I knew it, I’d inhaled the whole thing and felt high on the feeling that anything was possible. If this could be a graphic novel, I thought feverishly, couldn’t my old obsession, Maria Lani? If only I could find an illustrator who felt the same way….
This brilliantly illustrated tale of reason, insanity, love and truth recounts the story of Bertrand Russell's life. Raised by his paternal grandparents, young Russell was never told the whereabouts of his parents. Driven by a desire for knowledge of his own history, he attempted to force the world to yield to his yearnings: for truth, clarity and resolve. As he grew older, and increasingly sophisticated as a philosopher and mathematician, Russell strove to create an objective language with which to describe the world - one free of the biases and slippages of the written word. At the same time, he…
A moving story of love, betrayal, and the enduring power of hope in the face of darkness.
German pianist Hedda Schlagel's world collapsed when her fiancé, Fritz, vanished after being sent to an enemy alien camp in the United States during the Great War. Fifteen years later, in 1932, Hedda…
When I was in middle school, I’d spend much of my time in class daydreaming. Imagining myself in, say, a debate with someone I disagree with and going through a litany of scenarios where I’d try to convince that other person to change their mind. It’s a lot of fun. (My teachers would likely disagree.) When I grew older, I did more of that on my daily walks, and then about 11 years ago, I decided to start writing about creative ways to teach someone something they’re vehemently opposed to or just ambivalent about. I’ve published four books since then on this topic.
I bought this book when I first got into the field of data visualization. I wasn’t planning on learning how to create comics; I just wanted to see how someone from a different discipline—a comic artist—thought about position, color, meaning, and communicating a whole lot of things in a compact format.
The bestselling international classic on storytelling and visual communication "You must read this book." - Neil Gaiman Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood art form.
My passion as a teacher and writer is to help students and others interpret, understand and enjoy architecture and the built environment, and to help them respond in their own designs to the complexities of place, people, and construction. I have chosen five well-established books on analysing architecture that are highly illustrated, avoid jargon, can be explored rather than needing to be read sequentially cover-to-cover, and have lasting value. They offer guidance for beginning students and a checklist for the experienced. They are books to be kept handy and repeatedly consulted. Of course, analysing existing architecture is invaluable in designing new architecture. I hope you enjoy them.
The first three books on my list concentrate on building form and space, with little about function.
The ‘pattern language’ is different, mapping human activities onto appropriate built forms, and advocating repeated patterns that have been found to work.
Christopher Alexander wants us to use the patterns in designing responses to situations, but they also help to judge how well-built spaces fit their contexts in analysing architecture.
Although Alexander maps activities onto his own preferred design style, the patterns are not inherently specific to any style or period of architecture.
Despite being written 50 years ago, this one-of-a-kind book is still fresh and relevant.
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture,…
Delve into this internationally best-selling series, now complete! A fast paced laugh-out-loud mix of Urban Fantasy and Mystery.
I can tell when you’re lying. Every. Single. Time. I’m Jinx, a PI hired to find a missing university student, I hope to find her propped up at a bar–yet my gut…
Science is a way to make sense of the world, whatever the subject, and so are Comics. We are British and reserved, but passionately love science and comics. There are some excellent comics that tell stories about people - Maus, Persepolis, Fun Home. But, there are fewer that try to explain ideas without a strong biographical bent. Here are five comics that are, we think, just a little bit more about ideas than people. They're also fabulous examples of how well comics can communicate sophisticated information, without hype. and in a way that reaches any thinking person, whatever their age or place in life. We are, respectively, two retired neuroscientists, a children's non-fiction author, and an artist.
We've all grown up reading, and continue to read, comics from Germany, Britain, France, Belgium, Japan, and even the USA.
We can’t resist adding a historical first, published in German in 1865 by Wilhelm Busch, the father of countless other comics that present the pranks of naughty boys. And it features in Two Heads because it inspired psychologists, including ourselves, to study the remarkable ability to mindread. In a single panel Busch reveals that the reader can infer that what is in the mind of the terrible duo is different from what’s in the mind of Widow Bolte, and different from what’s in the mind of her dog. It allows us readers to get the contradictions between these different views and makes us laugh. So although this book doesn't set out to explain anything, it ends up doing a marvelous job of explaining the psychology of intention, interaction and reputation management - in the tradition of great comic strips from Crazy Kat to Peanuts to Calvin & Hobbes.
Based on the classic German children's story Max und Moritz by Wilhelm Busch, this dual language German-English version includes the original German verse and color illustrations with a new English translation. Contains a biographical timeline of Wilhelm Busch's life. Includes Wilhelm Busch's "Diogenes and the Bad Boys of Corinth".
Science is a way to make sense of the world, whatever the subject, and so are Comics. We are British and reserved, but passionately love science and comics. There are some excellent comics that tell stories about people - Maus, Persepolis, Fun Home. But, there are fewer that try to explain ideas without a strong biographical bent. Here are five comics that are, we think, just a little bit more about ideas than people. They're also fabulous examples of how well comics can communicate sophisticated information, without hype. and in a way that reaches any thinking person, whatever their age or place in life. We are, respectively, two retired neuroscientists, a children's non-fiction author, and an artist.
We've all grown up reading, and continue to read, comics from Germany, Britain, France, Belgium, Japan, and even the USA.
One of those books that tells you about a topic most people never think about - in this case, your trash. Partly semi-autobiographical about the time Backderf spent as a a trash collector but interspersed with general info about America's love of waste and where it all ends up. Backderf's hyper-exaggerated figures render everything fun to read, with a cynical but accurate eye towards human behavior. It's also painstakingly detailed, and the depictions of the gigantic dumps at the edges of towns cannot be unseen. We all know that trash smells terrible - and boy does this book manage to convey how much worse the smell of a whole canyon full of trash can be.
Every week we pile our rubbish out on the pavement. We go to work and when we return it's gone. Like magic! The reality is anything but, of course. Trashed, Derf Backderf's follow-up to the critically acclaimed, award-winning national bestseller My Friend Dahmer, is a working man's epic. An ode to the crap job of all crap jobs-but anyone who has ever been trapped in a soul-sucking gig can relate to this tale. Trashed takes place after Derf graduates high school, when he and his childhood pals find themselves working as garbagemen in their Midwestern hometown. Together they clean the…
I have always loved game design – I love doing it, reading about it, thinking about it, and helping others do it. As you can see in the list, I’ve learned that sometimes what helps game designers most is getting inspiration from other fields. I hope these books help you as much as they helped me.
If your goal is to create board games, you really should read this book. If your goal is to create video games, you should also be creating boardgames. You get so much more game design experience creating a board game, because you can iterate so much more. Creating board games is a secret shortcut to becoming an experienced game designer, and this is the best book I know on how to do it well.
Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list.
The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding,…
On the morning of December 26, 2004, an undersea earthquake struck off the coast of Sumatra in the Indian Ocean. The resulting tsunami killed an estimated 230,000 people across fourteen countries, from Indonesia to Sri Lanka to Thailand to the Maldives to India and all the way to East Africa.…
I have always loved game design – I love doing it, reading about it, thinking about it, and helping others do it. As you can see in the list, I’ve learned that sometimes what helps game designers most is getting inspiration from other fields. I hope these books help you as much as they helped me.
A tremendous amount of what makes a great videogame happens at the millisecond level. In this realm that is invisible to most, tiny changes make for enormous differences in the way a game feels. If you would master the secret rules that make for a game that people can’t put down because it just feels so good to play, you are wise to read this book.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or…
I’m an artist who likes to write, but I’ve never been interested in classic superhero or pulp graphic novels. Early in my career, the word “comics” felt like an insult—it's not “real art,” right? Too childish! While that instinct was definitely wrong, I found a (small) world of experimental, abstract, genre-breaking graphic novels that combine art and writing in a wholly unique way. This is a list of some of my recent favorites that have inspired my drawing and writing practice, and will hopefully inspire you.
This is an excellent textbook to get readers and comic makers of all experience levels to loosen up, think deeply and personally, and make better, more confident comics. It’s warm but practical, smart but approachable, deep but unpretentious. This is a comics veteran generously sharing both her knowledge of comics and teaching, as well as her own methods for drawing, brainstorming, and writing. It’s an incredible resource and one I often find myself quoting and recommending to my own students.
Hello students, meet Professor Skeletor. Be on time, don t miss class, and turn off your phones. No time for introductions, we start drawing right away. The goal is more rock, less talk, and we communicate only through images. For more than five years the cartoonist Lynda Barry has been an associate professor in the University of Wisconsin Madison art department and at the Wisconsin Institute for Discovery, teaching students from all majors, both graduate and undergraduate, how to make comics, how to be creative, how to not think. There is no academic lecture in this classroom. Doodling is enthusiastically…
I've been interested in pirates for as long as I can remember. Hearing about Blackbeard, Calico Jack, Henry Morgan, and Anne Bonney, among others, made my imagination run wild. Learning about who they really were as I grew up made me interested in why they were the way they were. I love stories about pirate crews, especially ones that explore the why of how they became pirates. I also love fantasy stories as you can plainly see (I even cheated to include a favourite of mine) and I wanted to combine the two in my first series.
This may be a strange pick for some, but it is one of my favourite stories. It's something I grew up with and is very influential and inspirational to me.
The crew of the Going Merry become like family, not just on the pages but also personally. Ask anyone who loves One Piece, and they will tell you that they feel attached to the characters as if they're real. You get to see them overcoming adversity and loss, and with the help of their found family, they keep moving towards their dreams over and over again.
The author creates a world where it feels like anything can happen and yet still remains grounded in that world. Given a chance, I would go there in a heartbeat, provided I can join the crew of the future Pirate King.
The battle for Fish-Man Island continues as a giant ship threatens to collide with the island and destroy everything. Can the Straw Hat pirates defeat Hody Jones and create a new bond between humans and Fish-Men? And what strange new adventures await the crew when they finally step into the new world?
Nelson West, a former Chicago homicide detective, is hired by wealthy heir Lionel Bing to discreetly help “fix” scandals and legal problems for his father’s wealthy friends.
Bing, a brilliant but troubled investigator, suffers from PTSD symptoms as a result of being kidnapped and witnessing the murder of his mother…
Fantasy has long been a favorite genre of mine for the way you can explore so many different concepts and ideas, and the freedom it gives you as a storyteller. If you feel like you’ve been transported to that world as the story unfolds, I see that as a successful story. Creating vibrant, diverse, new worlds and real, flawed characters for readers is something I strive towards with every project. As a queer author, I find it especially important to give queer characters the hero roles they deserve. The best thing about fantasy is it can be anything, and anyone, from any background, can be the main character.
I was introduced to CLAMP’s work through one of their most popular works, Card Captor Sakura when I was seven or eight, but I really grew to love their darker, more surreal projects such as xxxHolic. Not only is the artwork throughout the manga series gorgeous, but the story also introduces you to all sorts of Japanese folklore, explores time loops, and the thin barrier between the human world and spirits. xxxHolic has been at the top of my recommendation list for manga lovers and newbies to the medium for years. Any fan of dramatic twists and turns, the supernatural, and snarky, snappy dialogue will certainly love this series as much as I do.
Kimihiro Watanuki is haunted by visions of ghosts and spirits. He seeks help from a mysterious woman named Yuko, who claims she can help. However, Watanuki must work for Yuko in order to pay for her aid. Soon Watanuki finds himself employed in Yuko's shop where he sees things and meets customers that are stranger than anything he could have ever imagined! Watanuki is Yuko's unwilling assistant, but even he is compelled by the fascinating adventures he's having since he started working for the 'space-time witch.'